- Aug 2, 2021
- 958
- 1,110
egar?bruh can someone tell me how in the world am i supposed to beat the boss in the city
egar?bruh can someone tell me how in the world am i supposed to beat the boss in the city
ill be a bit more since that was vague, i hit 100 for the city exploration and the mission i got for it is a high level threat or something. the boos is the people in white and black tight suits that look something like power rangers. the two strongest enemies are 4 regular enemies, an enforcer and a joinior enforcer that throw some kind of bomb every 2-3 rounds. 3 of those bombs ko my party every time and im currently at level 4. my panac meter is now at 80 cause ive been avoiding that mission im still unsure on how to beat itegar?
In short: don't bother. At least, until you've built up good decks on your team; the cave's goblin boss is much easier, and can help you in that regard.ill be a bit more since that was vague
This game once you understand the mechanics is pretty easy. If you have 80 panic is not because of that only but is the whole time you spent in wrong mission and how much fails you've done. Right now even with 80 panic you can recover doing quests with +2 panic for turn because they can recover you about 11-15 panic. That quest you mentioned is the first extermination quest vs the devil organization and you can't win if you don't grab the knights somehow or make them grab you with sexy pose. They can resist one time to every disable or grab but after that you can do them easily because they are weak to sex. Get the huntress first.ill be a bit more since that was vague, i hit 100 for the city exploration and the mission i got for it is a high level threat or something. the boos is the people in white and black tight suits that look something like power rangers. the two strongest enemies are 4 regular enemies, an enforcer and a joinior enforcer that throw some kind of bomb every 2-3 rounds. 3 of those bombs ko my party every time and im currently at level 4. my panac meter is now at 80 cause ive been avoiding that mission im still unsure on how to beat it
This is an example:I know you can staticly modify body mods for actors, but is it possible to randomize body mods? I see the clothing and colors for the Brainwashed are randomized, but it'd be nice to randomize the sliders for each of them as well for a bit more variety.
Also, the brainwashed head piece seems like a prime item to be placed on characters by enemies (like the blindfolds). Does that play into the new charmed effect?
I tried making a file to attach it, but I get some errors about failing to attach mesh to outfit when using the card. I put
You don't have permission to view the spoiler content. Log in or register now.
Does it need to use "mesh" instead of "file"? A different inherit?
Thanks. The mask was "brainwashed_mask". I made it an attach card for enemies to use similar to the sexual tattoo, in that it causes lusting. What's odd is I tried to make it force the characters to offer themselves (inflict "beckon" status), but that traps the game in executing an animation forever, necessitating a force quit.This could be good for your problem but if you want to create something new you need to add your asset too
well i have a card similar to sexy pose but it change the enemy card with appease ( the card that put themselves the beckon status) and for me it works fine without problems. Maybe there is an error or a conflict with another status you've put in that card.Thanks. The mask was "brainwashed_mask". I made it an attach card for enemies to use similar to the sexual tattoo, in that it causes lusting. What's odd is I tried to make it force the characters to offer themselves (inflict "beckon" status), but that traps the game in executing an animation forever, necessitating a force quit.
The issue there is it inflicts it on the user (the enemy in this case). I was trying to make the enemy inflict BECKON on the player.well i have a card similar to sexy pose but it change the enemy card with appease ( the card that put themselves the beckon status) and for me it works fine without problems. Maybe there is an error or a conflict with another status you've put in that card.
try this and see if it work:
The issue there is it inflicts it on the user (the enemy in this case). I was trying to make the enemy inflict BECKON on the player.
Maybe it's that yours is ranged. If it isn't paired with an H animation, maybe it's not an issue.No problem for me. Is simply a base but you can put there more turns and also lust damage or something elseYou don't have permission to view the spoiler content. Log in or register now.
$10What is first person view unlock code?
I said that it's the latest version I have. I don't have 7.94.The latest version is 7.94
Well, shit.Well consider this a gift from me V7.941 Mega
This patch contains lots of bugfixes, but is also an expansion to the outfit customization system. Now its possible to further customize outfits by picking a "baselayer" for outfits with separate "attachments" for more options.
I also implemented scrollbar support during outfit choices. This currently only has an effect if you are using outfit mods.
Changelog:
- Added a separate Attachments tab in Character Customization/Dresser
- Added internal mechanism to handle attaching different outfits to the same EquipSlot
- Added new EquipSlots for Attachments: ATTACH_TORSO, ATTACH_WAIST, ATTACH_ARM, ATTACH_LEG,
- Renamed old temporary attachments to TEMP_ATTACH_X, so for example, previous temporary attachment that uses the ATTACH_WAIST now uses TEMP_ATTACH_WAIST
- Added a couple of new outfit choices, taken from previous single piece models
- Added a couple of new attachment choices, taken from previous single piece models
- Added .breakoffThreshold parameter for OutfitData that sets when the outfit is damaged and removed
- Added scrollbar support during outfit customization
- Increased texture sheet size from 2k to 4k
- Added a couple new INT level up options
- Fixed ending grabs may remove temp outfits if the grab and attachment card applies the same temp outfit
- Fixed a incorrect .inherits behavior on map data type
- Fixed REPLACE HandEffect will permanently cause that card to disappear until end of mission
- Fixed GrabData device .canSpawnDevice makes other grab requirements to not be checked
- Fixed melee InflictLust playing a fixed duration grab animation with .spawnDevice causes a game crash by relaxing some memory allocation requirements. Hope this doesn't cause other crashes *fingerscrossed*
- Fixed REDRAW_HAND HandEffect not shuffling discarded cards back into draw pile
- Fixed AI not respecting the UNPLAYBLE keyword, causing them to be able to play Remove Restraint cards in incorrect contexts
- Fixed InsertAttach attachment cards displaying incorrect effect text
- Fixed the card "Puppeteer" uncastable on charmed enemies
- Fixed card UI with conditional status effect displaying things like "Charmeded"
- AI will now prioritize playing non-negative cards first
- Summoned units will now use enemy unit card selection behavior
- Every level up now grants 2 extra outfit duration and 1 lust limit
- CHA stat will now grants 2 max lust per point (instead of INT old bonus)
- INT stat will now increase max hand size every 3 points of INT (to a maximum of 9), default hand size reduced to 5 (from 6)